Pirate Bomber

Valeria Wardroxan's page

12 posts. Alias of Killer Pixie.


About Valeria Wardroxan

10-Minute Background:
Five things about Valeria's concept and background:

1) She hates house Thrune and the Inquisition and wants to see them destroyed.

2) The only thing she cares about more than getting her vengeance is protecting Variel, her son.

3) She travelled to Kintargo looking for Alaster Wolfstongue.

4) She despises Cheliax, but at the same time she is a proud Chelaxian, dressing and fighting as one. Maybe because she despises herself...

5) She considers killing herself after destroying House Thrune and the Inquisitors.

Two goals:

1) Protecting her baby is her main priority.

2) Avenging her husband by any means possible, principally using political intrigue against the Thrunes and the Inquisition.

Two secrets:

1) In Kintargo, she poses as a normal mother, a good citizen who worships Asmodeus, but, when nobody is seeing her, she plots and trains, getting ready for her vengeance.

2) The true reason Skardlon was captured, see background.

Three people:

1) Variel, her son, is the person Valeria most cares about, he is the only thing that keeps her conected to Skardlon.

2) Alaster Wolfstongue. Even when he doesn't know her, the Ex-Senior Prelate of Kintargo, which is now a bandit, is Valeria's biggest chance of help against her enemies, and she has been looking for him.

3) Maldrek is the tiefling living at Valeria's next door. Since the day she moved to Kintargo, he showed an unhealthy interest towards Valeria, until she couldn't contain herself and beat him up. She has only seen the devil's son a few times after that, and she is afraid he might be plotting some sort of revenge.

Three memories:

1) She remembers opening the door of her house in Egorian and finding the dead inquisitor.

2) She remembers visiting Whipcrack with Skardlon to witness the horrors of a slave sale.

3) She remembers the terrifying trip up the Tomarsulk river, always afraid of being found by the Inquisitors.

Background:
Valeria Wardroxan spent the first twenty years of her life without leaving the district of Sorrowside, in the city of Egorian, faithfully worshipping Asmodeus. Her parents were middle-class merchants and she had a relatively comfortable life, but she was never really happy untils she met Skardlon. He was a handsome elf, from the far north, and they both fell in love since the moment they met each other.

Valeria and Skardlon got married the next year, and she learned from him about the problems in Chelaxian society and the faith of Calistria. They lived happily for almost three years, but, a cold Oathday morning of Rova, when the leaves had started to decay, the Signing Day was celebrated, and Skardlon revealed Valeria he was having problems with the Inquisitors, because he had supposedly being speaking against Asmodeus. He asked her to go to the celebrations, and that they would meet in their home and nightfall, before departing to Kintargo, where they would meet Alaster Wolfstongue, old friend of Skardlon and Senior Prelate of Kintargo. Valeria was terribly frightened, but she trusted her husband. Unfortunately for her, when she arrived to her house that night, she found out the Inquisitors had captured Skardlon. In the living room there was a dead body wearing an iron mask, which had been strangled with Skardlon's spiked chain, but he wasn't there.

Valeria understood she was in great danger and assumed his husband had no chance of survival, but she wouldn't forget that, and swore revenge against the Asmodean church and House Thrune, and then she grabbed the chain and embarked in a wooden Adel, travelling north from Lake Sorrow and then up the Tomarsulk river heading for Kintargo, with a baby growing in her womb.

Valeria made it to the city without trouble, but once there she found out Alaster had been stripped out of his position and abandoned in the Devil's Perch, when it was told he had survived and was now a bandit fighting for revenge and justice against Inquisitors and Hellknights. Decided to harm the Cheliax Empire, she researched more about Alaster and, after giving birth to a baby she called Variel, finally found someone in a tavern who may or may not give her information about her husband's friend, and other rebellious movements. (In meta, Skardron had lied Valeria, and in fact had been an assassin working for House Thrune when the Queen needed to take actions against the church of Asmodeus. When a culprit became necessary for this crimes, he was turned in, and that's the reason the Inquisitors were after him. If Valeria ever discovers this, it will break her, because the only reason she had been fighting Cheliax was to avenge her husband, which she believes is innocent).

Personality and Appearence:
Valeria has the typical black hair and pale skin of the Chelaxians, and, after her training, she has gotten muscular, but not robust. She has also worried about keeping fairly good-looking, because she knows she can use that to get what she wants.

Valeria decided to focus herself entirely on avenging her husband and discovering exactly what happened to him, and she doesn't cares about anything else, except for her son.

She hates all the Inquisitors, devils and the people from House Thrune, but for some reason she has embraced her indentity as a Chelaxian and usually wears red and black clothes and rosewood armor (Egorian is also called the City of Thorns). She believes in the use of intelligence to destroy an empire from within, but she has also trained herself in Chelaxian fighting techniques.

Valeria is filled with anger and doesn't like most people, but she can be really likable if that helps her with her quest, wich she will only stop if her baby is threatened.

Valeria Wardroxan
Female Human Investigator (Infiltrator, Sleuth) 1
CN Medium humanoid
Init +2;

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Defense
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AC 14 (+2 armor, +2 Dex), touch 12, flat-footed 12
HP 9 (1d8+1)
Fort +1 (+0 base, +1 Con), Ref +4 (+2 base, +2 Dex), Will +3 (+2 base, +1 Wis)

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Offense
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Speed 30 ft.

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Statistics
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Str 12, Dex 14, Con 12, Int 15, Wis 12, Cha 15+2
Base Atk +0; CMB +1; CMD 13
Languages: Common, Infernal, Elven

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Feats
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Combat Expertise (Combat)
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Trip (Combat)
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

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Traits
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Ex-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacri ce, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you le the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some
day get revenge against the church.
Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

Secret Revolutionary: You seek to return Cheliax to its heyday before the rise of the House of the Thrune. You have trained yourself to resist any questioning or torture should you ever be caught. You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

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Skills
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Bluff +7 (1 rank)
Diplomacy +7 (1 rank)
Disguise +7 (1 rank)
Intimidate +7 (1 rank)
Knowledge (Local) +6 (1 rank)
Knowledge (Religion) +6 (1 rank)
Perception +5 (1 rank)
Sense Motive +5 (1 rank)
Stealth +6 (1 rank)

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Background Skills
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Linguistics +6 (1 rank)
Sleight of Hand +6 (1 rank)

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Gear
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Rosewood Armor (50 gp, 15 lbs.)

Spiked Chain (25 gp, 10 lbs.)

Rapier (20 gp, 2 lbs.)

Spear (2 gp, 6 lbs.)

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Investigator (Infiltrator, Sleuth) 1

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Inspiration: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Master of Disguise: At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 ? 10 minutes of work).

Sleuth's Luck: At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)